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Extending Unity with Editor Scripting

You're reading from   Extending Unity with Editor Scripting Put Unity to use for your video games by creating your own custom tools with editor scripting

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Length 268 pages
Edition 1st Edition
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Author (1):
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Angelo R Tadres Bustamante Angelo R Tadres Bustamante
Author Profile Icon Angelo R Tadres Bustamante
Angelo R Tadres Bustamante
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View FREE CHAPTER 3. Creating Custom Inspectors 4. Creating Editor Windows 5. Customizing the Scene View 6. Changing the Look and Feel of the Editor with GUI Styles and GUI Skins 7. Saving Data in a Persistent Way with Scriptable Objects 8. Controlling the Import Pipeline Using AssetPostprocessor Scripts 9. Improving the Build Pipeline 10. Distributing Your Tools Index

Preface

Unity is a development platform for creating multiplatform 3D and 2D video games, which is adopted by several studios and indie developers who are looking for something simple, flexible, and powerful. One of its most interesting features is the extensible editor, allowing you to make Unity work for your video game using editor scripting.

If you are looking for a book that will show you how to deal with tasks that are beyond the implementation of Gameplay and are more related to automating and simplifying the creation of content, such as the assets that require a special configuration to make them usable in your levels, and how to enable pipelines to consume and create artifacts used by your video game, then this book is for you.

While improving the workflow of Run & Jump, a 2D platformer videogame, you will learn all the basics of editor scripting, creating an ad hoc tool that works as a level editor, customizing the way Unity imports assets, and getting control over the build creation process. As a bonus, you will also learn how to share the tools created inside your team or sell them at the Asset Store.

By the end of this book, you will be able to extend all the concepts that you learned to build your own tools and customize the Unity editor in future video game projects with confidence.

You can consider this as an entry point to make your development workflow easier.

Enjoy!

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